LXP2.1 - Waluigi - Subaction - SpecialNEnd

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Stats

IASA: 29
Hitboxes active: 6-11
Hitbox set 0 hits: 6
Subaction Index: 0x1dc

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frames:6-11

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Direct Shield Dmg Trip Rate Flinchless Shieldstun Hitlag Targets
0 0 0 95 15 20 None Unique AD false false 0 0.3 true 1 3
0 1 0 90 55 45 Darkness Unique AP false false 30 0.3 false 1 3

Scripts

Main

  1. BoolVariableSetFalse { variable: LongtermAccessBool (0x74) }
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  3. AsyncWait(5.0)
  4. DefensiveCollision { ty: Reflect, unk: 0, direction: Unknown(3) }
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 3, hitbox_id: 0, set_id: 0, damage: Variable(LongtermAccessInt(Address(91))), trajectory: 20, wdsk: 0, kbg: 15, shield_damage: 0, bkb: 95, size: 7.5, x_offset: 0.0, y_offset: -3.0, z_offset: 20.4, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: None, unk1: false, sound_level: 2, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: true })
  6. CreateHitBox(HitBoxArguments { bone_index: 3, hitbox_id: 1, set_id: 0, damage: Variable(LongtermAccessInt(Address(92))), trajectory: 45, wdsk: 0, kbg: 55, shield_damage: 30, bkb: 90, size: 5.0, x_offset: 0.0, y_offset: -1.0, z_offset: 8.2, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: true, direct: false, unk6: 0 })
  7. SyncWait(6.0)
  8. UnknownEvent { namespace: 0x6, code: 0x18, unk1: 0x0, arguments: [Value(3), Value(0), Value(3)] }
  9. DeleteAllHitBoxes
  10. AsyncWait(28.0)
  11. if (InAir)
    1. Subroutine(0x20544)
  12. else
    1. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 2.0, stength: -180.0, speed: -1.0, size: 1.0, unk3: 20.0, unk4: 10.0, unk5: 30.0, unk6: 20.0, unk7: 20.0, unk8: 270 })
  3. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
  4. if (InAir)
    1. if ((LongtermAccessFloat (0x34) GreaterThan scalar(0)))
      1. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: 0.0, x_set: true, y_set: true })
      2. AddVelocity { x_vel: Constant(0.0), y_vel: Variable(LongtermAccessFloat(Address(52))) }
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 353, graphic: 1, bone: 33, x_offset: 3.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  5. else
    1. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 353, graphic: 1, bone: 33, x_offset: 0.0, y_offset: 0.0, z_offset: 3.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
  6. FlashEffectLight { red: 139, green: 27, blue: 57, alpha: 200, light_source_x: -70.0, light_source_y: 90.0 }
  7. FlashEffectOverlay { red: 57, green: 27, blue: 139, alpha: 150 }
  8. SyncWait(6.0)
  9. RemoveFlashEffect

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(23453)
  3. SoundEffect1(23321)
  4. SoundEffect1(23321)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 16, unk2: 0 }